复制代码 代码如下:
//animation
jQuery.extend({
    easing:
    {        // ******* back
        backEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            var s = 1.70158; // default overshoot value, can be adjusted to suit
            return c * (p /= 1) * p * ((s + 1) * p - s) + firstNum;
        },
        backEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            var s = 1.70158; // default overshoot value, can be adjusted to suit
            return c * ((p = p / 1 - 1) * p * ((s + 1) * p + s) + 1) + firstNum;
        },
        backEaseInOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            var s = 1.70158; // default overshoot value, can be adjusted to suit
            if ((p /= 0.5) < 1)
                return c / 2 * (p * p * (((s *= (1.525)) + 1) * p - s)) + firstNum;
            else
                return c / 2 * ((p -= 2) * p * (((s *= (1.525)) + 1) * p + s) + 2) + firstNum;
        },
        // ******* bounce
        bounceEaseIn: function (p, n, firstNum, diff) {

            var c = firstNum + diff;
            var inv = this.bounceEaseOut(1 - p, 1, 0, diff);
            return c - inv + firstNum;
        },
        bounceEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;

            if (p < (1 / 2.75)) {
                return c * (7.5625 * p * p) + firstNum;
            }
            else if (p < (2 / 2.75)) {
                return c * (7.5625 * (p -= (1.5 / 2.75)) * p + .75) + firstNum;
            }
            else if (p < (2.5 / 2.75)) {
                return c * (7.5625 * (p -= (2.25 / 2.75)) * p + .9375) + firstNum;
            }
            else {
                return c * (7.5625 * (p -= (2.625 / 2.75)) * p + .984375) + firstNum;
            }
        },
        // ******* circ
        circEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return -c * (Math.sqrt(1 - (p /= 1) * p) - 1) + firstNum;
        },
        circEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return c * Math.sqrt(1 - (p = p / 1 - 1) * p) + firstNum;
        },
        circEaseInOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            if ((p /= 0.5) < 1)
                return -c / 2 * (Math.sqrt(1 - p * p) - 1) + firstNum;
            else
                return c / 2 * (Math.sqrt(1 - (p -= 2) * p) + 1) + firstNum;
        },
        // ******* cubic
        cubicEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return c * (p /= 1) * p * p + firstNum;
        },
        cubicEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return c * ((p = p / 1 - 1) * p * p + 1) + firstNum;
        },
        cubicEaseInOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            if ((p /= 0.5) < 1)
                return c / 2 * p * p * p + firstNum;
            else
                return c / 2 * ((p -= 2) * p * p + 2) + firstNum;
        },
        // ******* elastic
        elasticEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            if (p == 0) return firstNum;
            if (p == 1) return c;
            var peroid = 0.25;
            var s;
            var amplitude = c;
            if (amplitude < Math.abs(c)) {
                amplitude = c;
                s = peroid / 4;
            }
            else {
                s = peroid / (2 * Math.PI) * Math.asin(c / amplitude);
            }
            return -(amplitude * Math.pow(2, 10 * (p -= 1)) * Math.sin((p * 1 - s) * (2 * Math.PI) / peroid)) + firstNum;
        },
        elasticEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            if (p == 0) return firstNum;
            if (p == 1) return c;
            var peroid = 0.25;
            var s;
            var amplitude = c;
            if (amplitude < Math.abs(c)) {
                amplitude = c;
                s = peroid / 4;
            }
            else {
                s = peroid / (2 * Math.PI) * Math.asin(c / amplitude);
            }
            return -(amplitude * Math.pow(2, -10 * p) * Math.sin((p * 1 - s) * (2 * Math.PI) / peroid)) + c;
        },
        // ******* expo
        expoEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return (p == 0) ? firstNum : c * Math.pow(2, 10 * (p - 1)) + firstNum - c * 0.001;
        },
        expoEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return (p == 1) ? c : diff * 1.001 * (-Math.pow(2, -10 * p) + 1) + firstNum;
        },
        expoEaseInOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            if (p == 0) return firstNum;
            if (p == 1) return c;
            if ((p /= 0.5) < 1)
                return c / 2 * Math.pow(2, 10 * (p - 1)) + firstNum - c * 0.0005;
            else
                return c / 2 * 1.0005 * (-Math.pow(2, -10 * --p) + 2) + firstNum;
        },
        // ******* quad
        quadEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return c * (p /= 1) * p + firstNum;
        },
        quadEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return -c * (p /= 1) * (p - 2) + firstNum;
        },
        quadEaseInOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            if ((p /= 0.5) < 1)
                return c / 2 * p * p + firstNum;
            else
                return -c / 2 * ((--p) * (p - 2) - 1) + firstNum;
        },
        // ******* quart
        quartEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return c * (p /= 1) * p * p * p + firstNum;
        },
        quartEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return -c * ((p = p / 1 - 1) * p * p * p - 1) + firstNum;
        },
        quartEaseInOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            if ((p /= 0.5) < 1)
                return c / 2 * p * p * p * p + firstNum;
            else
                return -c / 2 * ((p -= 2) * p * p * p - 2) + firstNum;
        },
        // ******* quint
        quintEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return c * (p /= 1) * p * p * p * p + firstNum;
        },
        quintEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return c * ((p = p / 1 - 1) * p * p * p * p + 1) + firstNum;
        },
        quintEaseInOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            if ((p /= 0.5) < 1)
                return c / 2 * p * p * p * p * p + firstNum;
            else
                return c / 2 * ((p -= 2) * p * p * p * p + 2) + firstNum;
        },
        // *******  sine
        sineEaseIn: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return -c * Math.cos(p * (Math.PI / 2)) + c + firstNum;
        },
        sineEaseOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return c * Math.sin(p * (Math.PI / 2)) + firstNum;
        },
        sineEaseInOut: function (p, n, firstNum, diff) {
            var c = firstNum + diff;
            return -c / 2 * (Math.cos(Math.PI * p) - 1) + firstNum;
        }
    }
});

调用:
复制代码 代码如下:
$("#div").animate({
    left: v
}, 1000, "circEaseOut");

标签:
animation,运作,效果

免责声明:本站文章均来自网站采集或用户投稿,网站不提供任何软件下载或自行开发的软件! 如有用户或公司发现本站内容信息存在侵权行为,请邮件告知! 858582#qq.com
白云城资源网 Copyright www.dyhadc.com

评论“Jquery中给animation加更多的运作效果实例”

暂无“Jquery中给animation加更多的运作效果实例”评论...

《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线

暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。

艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。

《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。